// Copyright 2022 The Chromium Authors // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. #ifdef UNSAFE_BUFFERS_BUILD // TODO(crbug.com/354829279): Remove this and convert code to safer constructs. #pragma allow_unsafe_buffers #endif #ifndef UI_GFX_GEOMETRY_DOUBLE4_H_ #define UI_GFX_GEOMETRY_DOUBLE4_H_ #include <type_traits> namespace gfx { // This header defines Double4 type for vectorized SIMD operations used in // optimized transformation code. The type should be only used for local // variables, or inline function parameters or return values. Don't use the // type in other cases (e.g. for class data members) due to constraints // (e.g. alignment). // // Here are some examples of usages: // // double matrix[4][4] = ...; // // The scalar value will be applied to all components. // Double4 c0 = Load(matrix[0]) + 5; // Double4 c1 = Load(matrix[1]) * Double4{1, 2, 3, 4}; // // Double4 v = c0 * c1; // // s0/s1/s2/s3 are preferred to x/y/z/w for consistency. // double a = v.s0 + Sum(c1); // // v.s3210 is equivalent to {v.s3, v.s2, v.s1, v.s0}. // // Should use this form instead of __builtin_shufflevector() etc. // Double4 swapped = {v[3], v[2], v[1], v[0]}; // // // Logical operations. // bool b1 = AllTrue(swapped == c0); // // & is preferred to && to reduce branches. // bool b2 = AllTrue((c0 == c1) & (c0 == v) & (c0 >= swapped)); // // Store(swapped, matrix_[2]); // Store(v, matrix_[3]); // // We use the gcc extension (supported by clang) instead of the clang extension // to make sure the code can compile with either gcc or clang. // // For more details, see // https://gcc.gnu.org/onlinedocs/gcc/Vector-Extensions.html #if !defined(__GNUC__) && !defined(__clang__) #error Unsupported compiler. #endif Double4; Float4; ALWAYS_INLINE double Sum(Double4 v) { … } ALWAYS_INLINE Double4 LoadDouble4(const double s[4]) { … } ALWAYS_INLINE void StoreDouble4(Double4 v, double d[4]) { … } // The parameter should be the result of Double4/Float4 operations that would // produce bool results if they were original scalar operators, e.g. // auto b4 = double4_a == double4_b; // A zero value of a component of |b4| means false, otherwise true. // This function checks whether all 4 components in |b4| are true. // |&| instead of |&&| is used to avoid branches, which results shorter and // faster code in most cases. It's used like: // if (AllTrue(double4_a == double4_b)) // ... // if (AllTrue((double4_a1 == double4_b1) & (double4_a2 == double4_b2))) // ... DoubleBoolean4; ALWAYS_INLINE int64_t AllTrue(DoubleBoolean4 b4) { … } FloatBoolean4; ALWAYS_INLINE int32_t AllTrue(FloatBoolean4 b4) { … } } // namespace gfx #endif // UI_GFX_GEOMETRY_DOUBLE4_H_